61 lines
1.6 KiB
GLSL
61 lines
1.6 KiB
GLSL
#version 410 core
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// Output color of the fragment (pixel)
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out vec4 FragColor; // RGBA color for the fragment, where A is the alpha (opacity)
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in vec3 vertexPos;
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in vec3 vertexNormal;
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in vec2 TexCoords;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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// From Object Renderer
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uniform vec3 ambientColor;
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uniform vec3 diffuseColor;
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uniform vec3 specularColor;
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uniform float ambientStrength;
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uniform float specularStrength;
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uniform float shininess;
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uniform bool useSpecular;
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uniform float opacity;
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uniform sampler2D diffuseTex;
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uniform bool useTexture;
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#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
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void main()
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{
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// Lighting vectors
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vec3 lightDir = normalize(lightPos - vertexPos);
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vec3 norm = normalize(vertexNormal);
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vec3 viewDir = normalize(viewPos - vertexPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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// Phong components
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// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
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// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
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// Blinn Phong
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vec3 halfDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
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vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * diffuseColor;
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vec3 ambient = ambientStrength * ambientColor;
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vec3 texColor = (useTexture)
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? texture(diffuseTex, TexCoords).rgb
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: diffuseColor;
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vec3 result = (ambient + diffuse + specular) * texColor;
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FragColor = vec4(result, opacity);
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} |